Howdy, Savages! We finished a few little extras and decided to squeeze them in before the epic Savage weekend!

General:

Important gameplay event alerts have moved from the kill log to a more prominent top center location, and have been improved. Buildings under attack will now display their health, and losing buildings will display what technology was lost (if any) to help communicate the importance of their defense.

K.O.N.G. projectile lifetimes have been reduced so that using hills to raise your trajectory will only give you a slight range advantage. It was previously possible to get a much bigger advantage than intended.

Fixes:

If an item is nearly limited, you will now only be able to buy up to the limit.

Happy Wednesday, Savages! Today we have a fine selection of balance adjustments and bug fixes for your gaming pleasure.

Balance:

With this patch we aimed to slightly increase the anti-building damage potential of both teams.

Behemoth health increased moderately. This guy wasn't tough enough.

K.O.N.G. health increased slightly, firing range increased slightly, but AoE radius moderately reduced - should be more effective against buildings but less effective against players.

Increased the anti-building effectiveness of anti-building weapons slightly (Ember, Fireball, Rocket Launcher, Grenade Launcher). These are intended to be viable alternatives to Siege units when used en-mass or by a sneaky strike force.

Boom Buggy's damage when attacking other siege class units was moderately reduced. This offensive unit was too effective in defense.

Optimization:

Boom Buggy draw optimization.

Gadget movement optimization.

Fixes:

Fixed a crash in predicted projectiles.

Fixed broken time based stats.

Made "click to request" label more obvious.

Fixed savage resurrect anim not playing.

Fixed double clicking units as commander.

Fixed some duplicating voice lines.

Fixed some AI Commander + worker glitches.

Fixed Spire collision.

Fixed post-processing on Bunker and Morning.

Fixed revive decals showing up on map origin.

Fixed collision on a few rocks.

Fixed position of some RTS UI elements.

Fixed mana label separator on FPS UI.

Made building death animations more reliable.

Fixed your emblem when in a party.

Filter in-game news to official patch notes.

What are we doing next?:

We're always working on performance, bugs, and balance.

We're making the endgame sequence more exciting. That stronghold needs to explode!

Greetings, Savages! We're hard at work fixing and improving things based on the feedback collected over the release weekend. Here's the first of that:

Balance:

Respawn times are now a flat 15s. Once a game has been going for longer than 30 minutes these will slowly increase for both teams. This should help end defensive stalemates by allowing the team with the advantage to score more building damage. We'll be keeping a close eye on this and tweaking as needed!

Replaced the existing overtime (> 60 minutes) mechanic. Overtime now critically damages all structures. We think this will be a bit more intuitive and fun.

Standard (AI Commander) games now give each team a small redstone drip very late game when redstone is exhausted. This should help end stalemates where both teams have no tech and no redstone is left on the map.

Spire and Guard Tower projectile speed decreased by 10%. We recently buffed this and think we went a little too far.

General:

Quickmatch shouldn't give the "Full Server" error as much.

Fixed an issue causing end-game loot to not drop as frequently as it should.

Added new gameplay tips to death and loading screens.

Advanced mode should never start with AI commanders, but it will still let them take over if the human is out of their seat for over a minute.

Created KONG destruction sound effects.

The gold pickup sound now plays when getting gold directly from a kill.

Borderless fullscreen window is now the default setting.

Added a role reminder message.

Added PT-BR text translation, thanks to Brian Santos.

Updated Loadout stored health icon to be more clear.

Landmine glow tweaked to be a little more different to fire wards.

Added natural cover to Bunker, also prettied up a few areas and fixed some stuck spots.

Optimization:

Optimized our usage of cloth physx.

Actor location update optimization.

Optimized draw rate of fps vitals.

Fixes:

Automatic player spectate on queue skips over unreleased players so you aren't looking at the ground (if possible).

Fix for private games being joinable after the first match sometimes.

Fixed people occasionally getting stuck in rag-doll after a rez.

Fixed a client crash or two.

Fixed a server crash.

Reduced volume of Snow Footstep sfx.

The steam inventory button is now disabled until all the data has arrived, preventing that empty inventory bug.

LostHills rock collision fixed.

What are we doing next?:

We're always working on performance, bugs, and balance.

We're making the endgame sequence more exciting. That stronghold needs to explode!

Old people might remember Savage: The Battle for Newerth, a combination of FPS and RTS released in 2003 by S2 Games. The studio have focused on MOBAs in recent years, releasing Heroes of Newerth and Strife, but they’re back genremashing now. After a stretch on Steam Early Access, they’ve properly released Savage Resurrection [official site]. Based on the first Savage game, Resurrection offers 16v16 men vs. monsters multiplayer where one player on each side is a commander and the rest are their troops to direct around. Build bases, lead attacks, smash the enemy’s stuff up… it’s an RTS played by FPS players, yeah?